Bridger
Prince
- Joined
- Nov 10, 2005
- Messages
- 318
So I'm trying to understand the balance you're attempting to achieve with districts. A city is generally going to have room for as many as 3 or 4 districts by the middle of the game (due to housing/population limitations). Even at the late game with higehr populations, you're still not going to see more than 5 or 6 in most cities due in part to space limitations. This suggests that all cities should be able to produce culture/science/etc. to at least a small degree, but that you will pick 3 or 4 things for a city to "specialize" in throughout the game.
Yet, if districts are just for specialization, why did you make 2 of them mandatory? I already had a problem with industrial districts being "mandatory" in every city in the base game, and now you've added encampments and campuses as 100% mandatory in every city. This now leaves the player with only 1 or at most 2 choices by the very end of the game with which to specialize a district? That doesn't seem right at all.
Then again, I loved the idea and hated the implementation of districts in base Civ VI anyway, so maybe it can't be fixed without Firaxis fixing their base game code.
Yet, if districts are just for specialization, why did you make 2 of them mandatory? I already had a problem with industrial districts being "mandatory" in every city in the base game, and now you've added encampments and campuses as 100% mandatory in every city. This now leaves the player with only 1 or at most 2 choices by the very end of the game with which to specialize a district? That doesn't seem right at all.
Then again, I loved the idea and hated the implementation of districts in base Civ VI anyway, so maybe it can't be fixed without Firaxis fixing their base game code.